474 resultados para Illusion romanesque


Relevância:

10.00% 10.00%

Publicador:

Resumo:

Aquest treball s’inclou dins la línia de recerca de la Secció de Conservació-Restauració delPatrimoni que es centra en l’estudi tècnic dels suports de fusta de frontals i retaules percaracteritzar-los i aportar noves informacions sobre els materials constitutius, els seussistemes de construcció i el seu origen. En aquest cas, l’estudi es centra en pintura sobretaula catalana del segle XII.La selecció de peces i l’acotació del tema van sorgir arrel d’un treball fi nal de màster (setembre2009) en el que ja es van estudiar els suports d’un conjunt de taules de fusta policromades dels segles XI, XIII i XIV custodiades al Museu Episcopal de Vic (MEV)...

Relevância:

10.00% 10.00%

Publicador:

Resumo:

In this article, Rosa Cabré discusses Marçal¿s novel and illustrates how, according to the author, the desire of love, which is a source of pleasure often accompanied by guilt and distress, can lead to the creation or the illusion of an absolute beauty, like poetry. She explains in what way the mirror and the mask, recurring motifs in Marçal¿s work, symbolise identity and ¿otherness¿ and how these unite the real and the symbolic level. The novel contains an infinite number of mirrors, both external and internal ones, which enable the characters to see themselves reflected. This reflection is linked to feminity and to the possibilities of discovering one¿s own identity.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Abstract:This article illustrates Angela Carter's literary practice through her utilization of "Sleeping Beauty" in the radio play Vampirella and its prose variation The Lady of the House of Love. It argues that she vampirised European culture as she transfused old stories into new bodies to give them new life and bite. Carter's experiments with forms, genres and mediums in her vampire fiction capture the inherent hybridity of the fairy tale as it sheds new light on her main source, Charles Perrault's La Belle au bois dormant, bringing to the fore the horror and terror as well as the textual ambiguities of the French conte that were gradually obscured in favor of the romance element. Carter's vampire stories thus trace the 'dark' underside of the reception of the tale in Gothic fiction and in the subculture of comic books and Hammer films so popular in the 1970s, where the Sleeping Beauty figure is revived as a femme fatale or vamp who takes her fate in her own hands.Résumé:Cet article s'attache à montrer comment l'utilisation de La Belle au bois dormant dans deux histoires de vampire d'Angela Carter, la pièce radiophonique Vampirella et sa réécriture en prose The Lady of the House of Love, illustre la pratique littéraire de l'auteur, qui consiste à vampiriser la culture européenne et à transfuser les vieilles histoires dans de nouvelles formes, genres, et médias afin de leur donner une nouvelle vie. Le traitement du conte de fée permet d'aborder un aspect essentiel de la démarche créative de l'auteur, tout en offrant un éclairage inédit sur le conte de Perrault. En effet, Carter met en évidence les éléments inquiétants et l'atmosphère de menace qui caractérisent la deuxième partie du conte, tout en jouant sur les ambiguités du texte français souvent négligés au profit de la veine romanesque. A cet égard, ses histoires de vampire peuvent se lire comme une réflexion sur la réception 'obscure' du conte de fées dans la culture populaire, qui voit le personnage de la Belle au bois dormant prendre son destin en main et se réinventer en femme fatale ou vamp dans la bande dessinée et les séries B des années 1970.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Problématique à résoudre Le difficile pari pour tout individu n'est pas tant de réussir sa vie, mais de s'assurer qu'une fois parti, il permettra à ses proches de poursuivre leur propre existence dans une certaine sérénité et avec le seul souvenir des bons moments passés ensemble. Après le choc de la perte de l'être cher, les aléas d'une succession mal réglée ou la découverte d'un testament inconnu auront tôt fait de ternir l'image du défunt et de mettre en lumière les conflits de famille latents. Que l'on ne se fasse aucune illusion, on règle le partage de sa succession comme on a mené sa vie. La répartition de ses biens par le disposant ou le partage ultérieur de ceux-ci après son décès par les héritiers eux-mêmes, voire, en cas de mésentente, par l'autorité judiciaire, sont des opérations particulièrement douloureuses, non pas tant en raison de la valeur économique que ces biens peuvent représenter pour les héritiers, qu'en raison de leur valeur sentimentale. Si le de cujus souhaite, dans la mesure du possible, éviter tout conflit, il peut décider d'organiser lui-même le partage de sa succession en attribuant directement ses biens à ses héritiers. Mais lorsqu'il procède ainsi, quelle catégorie de dispositions à cause de mort prend-il? Règle de partage, legs, institution d'héritier, ou encore charge? Et si, par surcroît, il détermine la valeur à laquelle il entend attribuer un bien, influence-t-il la nature de la disposition prise? C'est particulièrement à cette seconde question que nous entendons répondre, mais pour ce faire, il est indispensable de débuter ce travail par la qualification de l'attribution d'un bien en tant que tel. Notre étude est divisée en deux parties : la première permettra de présenter les différentes lectures juridiques possibles des attributions de biens que tout individu peut faire à ses héritiers légaux ou à des tiers auxquels il souhaite transmettre une partie de son patrimoine; la seconde s'attachera à déterminer quelles sont les conséquences éventuelles d'une estimation de ses biens par le disposant sur les qualifications juridiques retenues. Souvent en effet, le de cujus ne se limite pas à prévoir à qui doit revenir tel ou tel bien, mais fixe également la valeur de reprise de ce bien.

Relevância:

10.00% 10.00%

Publicador:

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant"s virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3C4) negativity were clearly observed when the virtual hand was threatened as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

In the rubber hand illusion tactile stimulation seen on a rubber hand, that is synchronous with tactile stimulation felt on the hidden real hand, can lead to an illusion of ownership over the rubber hand. This illusion has been shown to produce a temperature decrease in the hidden hand, suggesting that such illusory ownership produces disownership of the real hand. Here we apply immersive virtual reality (VR) to experimentally investigate this with respect to sensitivity to temperature change. Forty participants experienced immersion in a VR with a virtual body (VB) seen from a first person perspective. For half the participants the VB was consistent in posture and movement with their own body, and in the other half there was inconsistency. Temperature sensitivity on the palm of the hand was measured before and during the virtual experience. The results show that temperature sensitivity decreased in the consistent compared to the inconsistent condition. Moreover, the change in sensitivity was significantly correlated with the subjective illusion of virtual arm ownership but modulated by the illusion of ownership over the full virtual body. This suggests that a full body ownership illusion results in a unification of the virtual and real bodies into one overall entity - with proprioception and tactile sensations on the real body integrated with the visual presence of the virtual body. The results are interpreted in the framework of a"body matrix" recently introduced into the literature.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

In body ownership illusions participants feel that a mannequin or virtual body (VB) is their own. Earlier results suggest that body ownership over a body seen from behind in extra personal space is possible when the surrogate body is visually stroked and tapped on its back, while spatially and temporal synchronous tactile stimulation is applied to the participant's back. This result has been disputed with the claim that the results can be explained by self-recognition rather than somatic body ownership. We carried out an experiment with 30 participants in a between-groups design. They all saw the back of a VB 1.2 m in front, that moved in real-time determined by upper body motion capture. All felt tactile stimulation on their back, and for 15 of them this was spatially and temporally synchronous with stimulation that they saw on the back of the VB, but asynchronous for the other 15. After 3 min a revolving fan above the VB descended and stopped at the position of the VB neck. A questionnaire assessed referral of touch to the VB, body ownership, the illusion of drifting forwards toward the VB, and the VB drifting backwards. Heart rate deceleration (HRD) and the amount of head movement during the threat period were used to assess the response to the threat from the fan. Results showed that although referral of touch was significantly greater in the synchronous condition than the asynchronous, there were no other differences between the conditions. However, a further multivariate analysis revealed that in the visuotactile synchronous condition HRD and head movement increased with the illusion of forward drift and decreased with backwards drift. Body ownership contributed positively to these drift sensations. Our conclusion is that the setup results in a contradiction-somatic feelings associated with a distant body-that the brain attempts to resolve by generating drift illusions that would make the two bodies coincide.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

In body ownership illusions participants feel that a mannequin or virtual body (VB) is their own. Earlier results suggest that body ownership over a body seen from behind in extra personal space is possible when the surrogate body is visually stroked and tapped on its back, while spatially and temporal synchronous tactile stimulation is applied to the participant's back. This result has been disputed with the claim that the results can be explained by self-recognition rather than somatic body ownership. We carried out an experiment with 30 participants in a between-groups design. They all saw the back of a VB 1.2 m in front, that moved in real-time determined by upper body motion capture. All felt tactile stimulation on their back, and for 15 of them this was spatially and temporally synchronous with stimulation that they saw on the back of the VB, but asynchronous for the other 15. After 3 min a revolving fan above the VB descended and stopped at the position of the VB neck. A questionnaire assessed referral of touch to the VB, body ownership, the illusion of drifting forwards toward the VB, and the VB drifting backwards. Heart rate deceleration (HRD) and the amount of head movement during the threat period were used to assess the response to the threat from the fan. Results showed that although referral of touch was significantly greater in the synchronous condition than the asynchronous, there were no other differences between the conditions. However, a further multivariate analysis revealed that in the visuotactile synchronous condition HRD and head movement increased with the illusion of forward drift and decreased with backwards drift. Body ownership contributed positively to these drift sensations. Our conclusion is that the setup results in a contradiction-somatic feelings associated with a distant body-that the brain attempts to resolve by generating drift illusions that would make the two bodies coincide.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

[Narrative and the Diagrammatic. Preliminary Thoughts and Seven Theses.] This article proposes a view of narrative that does not depend on the traditional perspective of temporal sequence but emphasizes the spatial structure of literary narrative. Contrary to the prevalent treatment of space in narrative theory, the notion of spatiality in this context refers not to the space that is represented by the narrative (e.g. the setting and other spatial elements of the fictional world) but to the space that represents it: first, the graphic surface of the text; second, the (quasi-)spatial mental representation of its content that is produced in the process of reception. It is argued that these conditions form the primary ontological mode of narrative, whereas the temporal development of a story is an aesthetic illusion that has been specifically stimulated by the narrative conventions of approximately the past three centuries and must thus be considered a secondary effect. The diagrammatic, as a way of both depicting data and perceiving relations through spatial representation, thus forms a more adequate methodological approach to understanding narrative structure than approaches that are implicitly derived from the 'grammar' of narrative in the structuralist sense and its sequential logic.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This study is trying to evidence how Gothic entered Catalonia in the XIII century, specially in the Seu Vella of Lleida. First only partially with the introduction of isolated elements that, essentially, did not alter the leading Romanesque, particularly the prompted arch and the cross vault; but on the last third of the XIII century, the gothic elements are well manifested leading to its total introduction in 1300.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Tieto- ja viestintätekniikan kehittyminen on muuttanut työn luonnetta monella tavalla ja työelämän jatkuva muutos ja joustavuuteen pyrkiminen edellyttävät uusien tietojen ja taitojen hankkimista. Verkko-opetus, verkko-opiskelu ja verkko-oppiminen näyttävät tarjoavat uusia ulottuvuuksia henkilöstökoulutukseen. Tämän diplomityön tarkoituksena on tutkia voidaanko digitaalisella osaamisen kehittämisellä tukea yrityksen henkilöstökoulutusta ja henkilöstöä opiskelussa ja oppimisessa? Osaaminen on strateginen kysymys ja sen kehittämisessä pyritään yrityksissä aiempaa pitkäjänteisempään ja kokonaisvaltaisempaan toimintatapaan. Digitaalinen osaamisen kehittäminen oikein toteutettuna näyttää vahvistavan henkilöstön osaamistasoa. Tekniset apuvälineet eivät ehkä koskaan tule korvaamaan kokemusta ja työssä oppimista, silti ne näyttävät helpottavat tiedonkulkua ja ovat apuna osaamisen kehittämisessä. Kuvitelma verkko-opintojen helppoudesta, täysin ajasta ja paikasta riippumattomana, sekä itsenäisestä opiskelusta on harhaa. Verkkokoulutuksen suurena haasteena on sen soveltaminen järkevällä tavalla organisaation toimintakulttuuriin ja toimintatapoihin. Ajanoloon verkko-opiskelu saattaa muuttua osaksi työtä, mutta asenteiden muokkaamisessa on vielä paljon tekemistä. Yritysten johdon tulee näyttää tietä ja toimia esimerkkinä uusien toimintatapojen käyttöönotossa.